| #define TINT_ISOLATE_UB(VOLATILE_NAME) \ |
| volatile bool VOLATILE_NAME = true; \ |
| float2 vUV [[user(locn0)]]; |
| float4 value [[color(0)]]; |
| float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5) { |
| float3 const random = tint_symbol_4.sample(tint_symbol_5, vUV).rgb; |
| TINT_ISOLATE_UB(tint_volatile_true) while(true) { |
| float3 const offset = float3(random[0]); |
| if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) { |
| i = as_type<int>((as_type<uint>(i) + as_type<uint>(1))); |
| float const sampleDepth = 0.0f; |
| i = as_type<int>((as_type<uint>(i) + as_type<uint>(1))); |
| fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_6 [[texture(0)]], sampler tint_symbol_7 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) { |
| float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_6, tint_symbol_7); |
| tint_symbol_3 wrapper_result = {}; |
| wrapper_result.value = inner_result; |